uniform samplerCube uEnvironmentMap; varying vec3 vTexCoord; void main(void) { vec3 texcoord = vec3(vTexCoord.x, vTexCoord.y, -vTexCoord.z); gl_FragData[0] = textureCube( uEnvironmentMap, texcoord.xzy ); gl_FragData[0].a = 0.0; gl_FragData[1] = vec4(0.0); }